❦ Return to the Tome

V. The Forsaken Manor

— a cartographer's first sketch · Round II setting —

Below: a small example map, drawn as if pulled from the satchel of a returning scavenger. Two stories of a fallen lordship, rough-walled and mould-eaten. Six rooms, two corridors, one extraction shrine. The lone wandering thing patrols the upper hall.

The Manor of Holt-Brevin N E S W — Ground Floor — Foyer Extraction Shrine Great Hall chest · 80g Kitchen hearth (coal) $ $ silver service · 40g ea ⌇ rope coil Cellar iron seam coal pile ↑ STAIR M — Upper Floor — Landing ↓ STAIR Long Hall Master's Chamber jewelled coffer · 220g painting · 60g Servant's Room cloth bolts · 12g ea ⌇ rope Chapel ◆ SIGIL-STONE (rare) Garret — climb req. — M late spawn · III+ Cartographer's Notes 1. Cellar yields the most ore but echoes — patrol will hear hammering. 2. Long Hall is the patrol's whole world early. Wait at the Landing; pass when it turns. 3. Chapel sigil-stone is the only one this round. If you can carry it out before Threat III, do. 4. The Garret needs climbing — Double Jump or a rope. Worth nothing on the first run; pad later for art crates.

Legend

Extraction Shrine — place tribute here.
Loot Chest — coin items, sized by tier.
Material Node — ore, coal, cloth, rope.
Sigil-Stone — rare; for Illuminating Stone.
M
Monster patrol — dashed line is the route.
Late spawn — appears at Threat III or higher.
Suggested route — a clean run by the green dashes.
Stair — between ground and upper floor.

Level-design Principles (so all maps feel the same)

One shrine, never two

Each level has a single Extraction Shrine. Distance to it is the cost of greed.

Loot rises with depth

The best chest sits in the farthest, most patrolled room. Players who reach it earn it.

Two routes minimum

Never a single hallway. There must always be a longer-but-safer path so stealth has a use.

Lighting is loot

A windowed room, a guttering torch — these matter. Dark rooms ask for the Illuminating Stone.

Sound diegesis

Hammering ore alerts patrols within N tiles. Cellars echo. Carpeted rooms muffle.

Verticality from Round IV

Rope, ladder, double-jump-only chambers begin appearing in the watchtower. Reward mobility purchases.